Assassin; Medium humanoid (any race); any non-good alignment; 15; studded leather; 78; 12d8+24; 30 ft.; 11; 16; 14; 13; 11; 10; Dex +7, Int +5; Acrobatics +7, Deception +4, Perception +4, Stealth +11; poison; ; ; passive Perception 14; Thieves' cant plus any two languages; 8; 3900; ; Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack:+7 to hit, range 80/320 ft., one target.
Hit:7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
; ; Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn).The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
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Smoke Mephit; Small elemental; neutral evil; 12; ; 22; 5d6 + 5; 30 ft., fly 30 ft.; 6; 14; 12; 10; 10; 11; ; Perception +2, Stealth +4; ; fire, poison; poisoned; darkvision 60 ft., passive Perception 12; Auran, Ignan; 1/4; 50; Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.; Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.
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Smoke Dog; Small elemental; neutral evil; 13; ; 18; 5d6 + 1; 40 ft.; 12; 16; 12; 6; 13; 12; ; Perception +1; ; fire, poison; poisoned; darkvision 60 ft., passive Perception 11; Auran, Ignan; 1/4; 50; ; Multiattack: Bite + Claws
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage.
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Displacer Beast; Large monstrosity; laweful evil;13; natural armor;85; 10d10 +30; 40ft;18;15;16;6;12;8; ; ; ; ; ; darkvision 60ft, PP 11; ;3;700; ; Multiattack. The displacer beast makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit 7 (1d6 +4) bludgeoning damage plus 3 (1d6) piercing damage.; ; Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attakc, this trait is disrupted until the end of its next turn. This trait is also dirupted while the displacer beast is incapacitaded or has a speed of 0.; ;
Skeleton; Medium undead; lawful evil; 13; armor scraps; 13; 2d8+4; 30 ft.; 10; 14; 15; 6; 8; 5; ; ; ; poison; exhaustion, poisoned; darkvision 60 ft., passive Perception 9; understands all languages it knew in life but can't speak; 1/4; 50; ; Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft ., one target. Hit: 5 (1d6 + 2) piercing damage.; ; Damage Vulnerabilities: bludgeoning
Ghoul; Medium undead; chaotic evil; 12; ; 22; 5d8; 30 ft.; 13; 15; 10; 7; 10; 6; ; ; ; poison; charmed, exhaustion, poisoned; darkvision 60 ft., passive Perception 10; Common; 1; 200; ; Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.; ;
Hippogriff; Large monstrosity; Unaligned; 11; ; 19; 3d10+3; 40 ft, fly 60 ft.; 17; 13; 13; 2; 12; 8; ; Perception +5; ; ; ; passive Perception 15; ; 1; 200; ; Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
; ; Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Spy; Medium humanoid (any race); any alignment; 12; ; 27; 6d8; 30 ft.; 10; 15; 10; 12; 14; 16; ; Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4; ; ; ; passive Perception 16; any two languages; 1; 200; ; Multiattack.The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit:5 (1d6 + 2) piercing damage.
; ; Cunning Action.On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn).The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Dire Wolf; Large beast; Unaligned; 14; Natural Armor; 37; 5d10+10; 50 ft.; 17; 15; 15; 3; 12; 7; ; Perception +3, Stealth +4; ; ; ; passive Perception 13; ; 1; 200; ; Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
; ; Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Zombie; Medium undead; Neutral Evil; 8; ; 22; 3d8+9; 20 ft.; 13; 6; 16; 3; 6; 5; ; ; ; Poison; Poisoned; Darkvision 60 Ft., passive Perception 8; Understands All Languages It Spoke In Life But Can't Speak; 1/4; 50; ; Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.; ; Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Animated Armor; Medium Construct; unaligned; 18; natural; 33; 6d8+6; 25 ft; 14; 11; 13; 1; 3; 1; ; ; ; poison, psychic; blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned; blindsight 60ft. (blind beyond this radius), PP 6; ; 1; 200; ; Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.; ; Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Bandit; Medium humanoid (any race); any non-lawful alignment; 12; leather armor; 11; 2d8+2; 30 ft.; 11; 12; 12; 10; 10; 10; ; ; ; ; ; passive Perception 10; any one language (usually Common); 1/8; 25; ; Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:+3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
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